Before I officially finish TerraScape, I want to know if each level can be completed, and with how much effort. If some turrets appear to be disproportionally good or bad, or if some enemies simply have no effective countermeasures, I'd like to know that as well.
That's why I am looking for some content testers, to help me test the whole game. You do not need to test the whole game, every help is appreciated, but some more thorough testing than simply figuring out the basics would be preferred.
So if you're interested, please let me know, e.g. leave a comment beneath this post.
Saturday, 9 October 2010
Wednesday, 6 October 2010
TerraScape and Moonlit Sit-Rep
Long time no see. But that doesn't mean I haven't been working.
Although TerraScape is almost finished, I will stall the final content blowout for a while. I still need to create two extra Melee levels, and I can't make Joszs (who's working on the achievement icons) work any faster then he feels comfortable with. That, and I probably shoud start testing each and every level with care. If you would like to test some content for me, please let me know.
Although TerraScape is almost finished, I will stall the final content blowout for a while. I still need to create two extra Melee levels, and I can't make Joszs (who's working on the achievement icons) work any faster then he feels comfortable with. That, and I probably shoud start testing each and every level with care. If you would like to test some content for me, please let me know.
I have, however, resumed work on Moonlit. Currently, I am fiddling around with the server and the online multiplayer segment of the game. I've got some problems with clients randomly getting dropped.
Therefore the next time I'll post will probably be with either the final version of TerraScape, or a semi-working version of Moonlit's War segment.
Wednesday, 15 September 2010
5th Place for TerraScape
TerraScape came out fifth (out of 24 contestants), a spot which I am sincerely happy with.
Although (obviously) I do not agree with the judges completely, they made some spot-on remarks and pointed out some flaws in my game.
Here's a translation of their commentary:
"Graphically a very well developed tower defence game. It's a shame you were unable to complete it before the deadline. (...) When you have finished a level, it is unclear how to return to the menu. The power-price ratio of the turrets and upgrades seems to be quite balanced. [The tower's stats are indicated with bars], but unfortunately it is not said what each bar represents. I later discovered that this could be found in the Database. (...)"
"Presentation: the menu looks neat, the ingame graphics are not as good and the trees look inappropriate. (...)
Originality: (...) The game is somehow addictive. (...)
Finish: Whenever I got an Achievement, the game stopped working. I later figured out I had to hit the FPS button to continue. A lot of attention has gone into finishing touches. Have you tested the levels? Some appear to be completely impossible."
"Very nice game, very complete. Really nothing can be said, except the interface, which is insufficient. (...) The turrets' and enemies' graphics are uninspiring, but on the whole very good. (...) The overall finish is very good and encourages further play."
I will especially pay attention to the interface. Although some problems I either can not or do not want to fix, I may add some onscreen range and building completion information. And I am stunned that I did not notice that I do not once mention the ability to pause and unpause the game by hitting the FPS button.
And of course, I will add and test more levels.
Although (obviously) I do not agree with the judges completely, they made some spot-on remarks and pointed out some flaws in my game.
Here's a translation of their commentary:
"Graphically a very well developed tower defence game. It's a shame you were unable to complete it before the deadline. (...) When you have finished a level, it is unclear how to return to the menu. The power-price ratio of the turrets and upgrades seems to be quite balanced. [The tower's stats are indicated with bars], but unfortunately it is not said what each bar represents. I later discovered that this could be found in the Database. (...)"
"Presentation: the menu looks neat, the ingame graphics are not as good and the trees look inappropriate. (...)
Originality: (...) The game is somehow addictive. (...)
Finish: Whenever I got an Achievement, the game stopped working. I later figured out I had to hit the FPS button to continue. A lot of attention has gone into finishing touches. Have you tested the levels? Some appear to be completely impossible."
"Very nice game, very complete. Really nothing can be said, except the interface, which is insufficient. (...) The turrets' and enemies' graphics are uninspiring, but on the whole very good. (...) The overall finish is very good and encourages further play."
I will especially pay attention to the interface. Although some problems I either can not or do not want to fix, I may add some onscreen range and building completion information. And I am stunned that I did not notice that I do not once mention the ability to pause and unpause the game by hitting the FPS button.
And of course, I will add and test more levels.
Thursday, 9 September 2010
New Website
I am in the process of creating a new website. This will allow me to post numerous pages, wikis, Q&A's, "report bug"-forms and whatever I please.
It can be found at http://sliv-wip.webs.com/, though it still lacks a lot of content. I have moved the download pages to this new location as well.
Also, I am planning on finishing TerraScape sometime soon, and have already begun working on Moonlit a tiny bit.
It can be found at http://sliv-wip.webs.com/, though it still lacks a lot of content. I have moved the download pages to this new location as well.
Also, I am planning on finishing TerraScape sometime soon, and have already begun working on Moonlit a tiny bit.
Saturday, 4 September 2010
TerraScape Arcade Redone
I have redone the TerraScape Arcade once again, this time really heating things up. Instead of being able to survive 50 waves, I died at wave 9. All turrets, enemies and difficulties will appear within 30 waves (instead of 60).
This might of course prove impossible, but high difficulty is my aim.
This might of course prove impossible, but high difficulty is my aim.
Saturday, 28 August 2010
First 'Post GMW' TS Version
I have created some more content to TerraScape, most promeninently more Campaign levels and more turrets.
- 3 more Campaign levels ("That Itchy Feeling", "Reinforced" and "The Convoy")
- 3 more turrets (Minigun, Multi and Support)
- Some changes in the Statistics and Achievements
- Some bugs and unbalances fixed
The Minigun Turret is strong and shoots fast, but turns slower than the Machine Turret. The Multi Turret shoots extremely rapidly and can shoot in every direction at once. The Support Turrets drastically improves other turrets' damage.
Unfortunately, these changes are not backward compatible with the 'TerraScape Statistics' file; the Statistics and Achievements might not make any sense. I could however edit your file.
I have 4 more enemies planned, and of course the rest of the Campaign. It is not unlikely there will be more Melee and Arcade levels as wel. And I plan on redoing the Arcade, making it much shorter and more intense.
Monday, 23 August 2010
TerraScape Trailer
I've created a trailer for TerraScape, you can find it [on YouTube] or down here:
It is not quite spectacular, as I am no good at creating videos.
I haven't done much since last time, but here are the things I still want to do:
It is not quite spectacular, as I am no good at creating videos.
I haven't done much since last time, but here are the things I still want to do:
- Create the Campaign
- Add more levels and enviroments
- Add more statistics and achievements
- Possibly add some more enemies and turrets
Saturday, 14 August 2010
TerraScape: New Content Boost
I have added an incredible amount of content in one day (working 9 hours straight):
As always, you can download it at the TerraScape page and feel free to comment.
- 4 new enemies: Ghostling, Mageling, Swarmling and Camling
- 1 new turret: Longshot Turret
- 6 new Melee levels: Fraternity Match, Extraordinary, Need for Speed, Heavy Equipment, Swarmed and Mr. Invisible
- Statistics (working)
- Achievements (working)
As always, you can download it at the TerraScape page and feel free to comment.
Friday, 13 August 2010
PC Back!
Yay!
I've got my pc back! I must say I've got somewhat with of a love-hate relationship with it, but she's a beauty when (or if) she works. All I can do for now is wait.
Well, that and start computering like crazy.
For instance, I have about 50 hours before the deadline of GMW24 ends, so I need to work my ass of if I want to hand in a decent version of TerraScape. I'll see how far I get, I guess.
So why am I wasting my time writing this, exactly?
I've got my pc back! I must say I've got somewhat with of a love-hate relationship with it, but she's a beauty when (or if) she works. All I can do for now is wait.
Well, that and start computering like crazy.
For instance, I have about 50 hours before the deadline of GMW24 ends, so I need to work my ass of if I want to hand in a decent version of TerraScape. I'll see how far I get, I guess.
So why am I wasting my time writing this, exactly?
Atlantia Polis Hudrow
Lately, due to lack of working pc's*, I have been bored to death. But, with great boredom comes great inspiration. Not only in the form of memo's for Moonlit, but also as a new game idea.
The University of Utrecht (NL) has started an annual contest for GameMaker users (such as myself), called the Creative Game Challenge (dutch website). Last year the theme was Beasts, this year it's all about Water.
Which got me thinking. Almost immediately, I figured that I want to do something with this water. Some kind of (semi-)real water effects would be great. But not just fancy effects, but water incorporated into the game itself. As ideas tend to, this simple gimmick has turned into an actual concept for a game.
This game - which I have already given a name: Atlantia Polis Hudrow - is going to be somewhat of a puzzle-platformer; as the player, you must travers your way through each level, filled with doors, cranks, traps, steep drops, slow moving gears and of course water. Lots and lots of water. In fact, the game sets place entirely under water. Well, if neither the name nor the fact that there is civilisation under water have been sufficient: yes. The game is set in what is, frankly, Atlantis.
What I can tell of the story isn't much, because, well, it's just an idea; but this I do know: you are a deep see investigator annex treasure seeker (I'm thinking "Nathan Croft"), who happens to find Atlantis and gets trapped. The Atlantian civilisation has ended, leaving you in huge, deserted chambers, that are constantly on the brink of collapse.
Also, it will feature some texts in Atlanteski, the languages the Atlantians speak that I'm going to create. It will be somewhat of a dialect of Lurion. The game title is also atlanteski; it means "Atlantis, the City of Water."
I have until April 2011, so I'll be working on this game on a very low pitch. I am first going to finish TerraScape, before continuing work on Moonlit.
(* While I am typing this, I find a letter from Packard Bell, saying I can get my pc back. As far as I can tell, they did nothing but undust the fans, which probably means it'll start all over again within one or two months. I guess it's better than nothing, though you might have noticed this whole mess is really getting on my nerves.)
The University of Utrecht (NL) has started an annual contest for GameMaker users (such as myself), called the Creative Game Challenge (dutch website). Last year the theme was Beasts, this year it's all about Water.
Which got me thinking. Almost immediately, I figured that I want to do something with this water. Some kind of (semi-)real water effects would be great. But not just fancy effects, but water incorporated into the game itself. As ideas tend to, this simple gimmick has turned into an actual concept for a game.
This game - which I have already given a name: Atlantia Polis Hudrow - is going to be somewhat of a puzzle-platformer; as the player, you must travers your way through each level, filled with doors, cranks, traps, steep drops, slow moving gears and of course water. Lots and lots of water. In fact, the game sets place entirely under water. Well, if neither the name nor the fact that there is civilisation under water have been sufficient: yes. The game is set in what is, frankly, Atlantis.
What I can tell of the story isn't much, because, well, it's just an idea; but this I do know: you are a deep see investigator annex treasure seeker (I'm thinking "Nathan Croft"), who happens to find Atlantis and gets trapped. The Atlantian civilisation has ended, leaving you in huge, deserted chambers, that are constantly on the brink of collapse.
Also, it will feature some texts in Atlanteski, the languages the Atlantians speak that I'm going to create. It will be somewhat of a dialect of Lurion. The game title is also atlanteski; it means "Atlantis, the City of Water."
I have until April 2011, so I'll be working on this game on a very low pitch. I am first going to finish TerraScape, before continuing work on Moonlit.
(* While I am typing this, I find a letter from Packard Bell, saying I can get my pc back. As far as I can tell, they did nothing but undust the fans, which probably means it'll start all over again within one or two months. I guess it's better than nothing, though you might have noticed this whole mess is really getting on my nerves.)
Wednesday, 11 August 2010
Moonlit Memo: Weapons, Items and Perks
This is a work in progress memo. It may contain spoilers or information that might not fully reflect the quality or content of the final game.
Weapons (key examples)
MK23; USP45 (w/ laser); Desert Eagle; Taurus; P99 (w/ silencer); Glock
Uzi
AK-47; FAMAS; G3A4 (w/ silencer)
M249 SAW; Brute
M1 Garand; Kerberos
Shotgun; M3; Jackhammer
Springfield; Dragunov; Hawk (w/ silencer)
Flaregun
Minigun
Crossbow
Flamethrower
Panzerschrek
Lasergun; Railgun
Zeus
Feromone Gun
Swarm
Items
Frag
Molotov
Stun (stuns and flashes enemies)
Claymore
Tripmine (detonates on contact)
Proxy (detonates when enemies are near)
C4 (detonated manually)
Shuriken
Fusee (emits light)
Syringe (quick health boost)
Radar (detects movement nearby)
Perks
Sleight of Hand (decreased reload and weapon swap time)
Light Footed (increased speed)
Full Metal Jacket (increased bullet damage and penetration)
Camouflage (partial invisibility, especially when standing still)
Steady Aim (smaller decrease of accuracy when shooting, turning or moving)
Sixed Sense (detect explosives and sudden movement nearby)
Bandolier (more ammunition)
Bang Belt (more of primary item)
Weapons (key examples)
MK23; USP45 (w/ laser); Desert Eagle; Taurus; P99 (w/ silencer); Glock
Uzi
AK-47; FAMAS; G3A4 (w/ silencer)
M249 SAW; Brute
M1 Garand; Kerberos
Shotgun; M3; Jackhammer
Springfield; Dragunov; Hawk (w/ silencer)
Flaregun
Minigun
Crossbow
Flamethrower
Panzerschrek
Lasergun; Railgun
Zeus
Feromone Gun
Swarm
Items
Frag
Molotov
Stun (stuns and flashes enemies)
Claymore
Tripmine (detonates on contact)
Proxy (detonates when enemies are near)
C4 (detonated manually)
Shuriken
Fusee (emits light)
Syringe (quick health boost)
Radar (detects movement nearby)
Perks
Sleight of Hand (decreased reload and weapon swap time)
Light Footed (increased speed)
Full Metal Jacket (increased bullet damage and penetration)
Camouflage (partial invisibility, especially when standing still)
Steady Aim (smaller decrease of accuracy when shooting, turning or moving)
Sixed Sense (detect explosives and sudden movement nearby)
Bandolier (more ammunition)
Bang Belt (more of primary item)
Tuesday, 10 August 2010
Moonlit Memo: Story Characters
This is a work in progress memo. It may contain spoilers or information that might not fully represent the quality or content of the final game.
These are the characters (listed alph.) that are planned to appear throughout the Moonlit Campaign. Characters in bold are playable.
Pvt. David Allen, "Ghost"
Pvt. Nathan Baird, explosives expert
Cpt. Dale "Barbie" Barbara, retired 'nam and iraq veteran
Cpl. Steven Dunn
Pvt. Timothy "Cheshire Cat" McGee, "Rookie"
Pvt. Charles Miller
Lt. James Morrison, "Lefty"
PFC. Mickey "Mayhem" Peters, radio operator
Richard Portier, reporter
Pvt. Bartholomew Sanderson, "Saint"
John L. Smith, FBI agent
Sgt. Michael "Sully" Sullivan
Nikolao "Nick" Fastizarovi Huttarnanti, naupilan citizen, minor
Aleksandrei Zakritevich, russian warrant officer
These are the characters (listed alph.) that are planned to appear throughout the Moonlit Campaign. Characters in bold are playable.
Pvt. David Allen, "Ghost"
Pvt. Nathan Baird, explosives expert
Cpt. Dale "Barbie" Barbara, retired 'nam and iraq veteran
Cpl. Steven Dunn
Pvt. Timothy "Cheshire Cat" McGee, "Rookie"
Pvt. Charles Miller
Lt. James Morrison, "Lefty"
PFC. Mickey "Mayhem" Peters, radio operator
Richard Portier, reporter
Pvt. Bartholomew Sanderson, "Saint"
John L. Smith, FBI agent
Sgt. Michael "Sully" Sullivan
Nikolao "Nick" Fastizarovi Huttarnanti, naupilan citizen, minor
Aleksandrei Zakritevich, russian warrant officer
Moonlit Memo: War Modes
This is a work in progress memo. It may contain spoilers or information that might not fully reflect the quality or content of the final game.
FFA - Free For All [2-10s]: Kill; Assist; -; -;
Each player earns points by killing others.
FFA - Free For All [2-10s]: Kill; Assist; -; -;
Each player earns points by killing others.
TDM - Team Deathmatch [4-10t]: Kill, [Kill]; Assist; FF; -;
Each team earns points by killing members of the other team.
WM - Wingman [4-10d]: Kill, [Kill]; Assist; FF, [FF]; -;
Each pair earns points by killing members of other pairs.
LMS - Last Man Standing [3-8s]: Kill, LMS; Assist; -; -;
Players do not respawn; the last one alive earns a bonus.
TE - Team Elimination [4-10t]: Kill, Survive, [Survive]; Assist; FF, Suicide; -;
Team members do not respawn; the surviving team scores.
DE - Dual Elimination [4-10d]: Kill, Survive, [Kills, Survive]; Assist; FF, Suicide, [FF]; -;
Pair members do not respawn; the surviving pair earns a bonus.
9L - Nine Lives [3-8s]: Kill, Lives Left; Assist; -; -;
Players can only respawn eight times; extra points are earned by the survivor for the number of lives left.
KotH - King of the Hill [4-10t]: Kill, [Control]; Assist, Control; FF; Kings;
Teams earn points by controlling one specific location each round.
Frag Rules: the Frag is an orb, used as a grenade. It can be thrown, but it does not explode. The Carrier can not shoot or use equipment.
Frag Rules: the Frag is an orb, used as a grenade. It can be thrown, but it does not explode. The Carrier can not shoot or use equipment.
CtF - Capture the Frag [4-10t]: Score as Carrier, Kill of Carrier, [Score]; Kill, Assist; FF; Carrier;
Teams earn points by bringing the other teams Frag to their own base.
FT - FragTag [2-6s]: Control, Kill of Carrier; Assist; -; Carrier;
Players earn points by holding the Frag; the Carrier must evade attackers.
DFT - Dual FragTag [4-8d]: Control (by partner), Kill of Carrier('s partner); Assist; FF; Carrier (only);
Pairs earn points by holding the Frag; the Carrier's partner must fend off attackers.
GRD - Guardian [4-10t]: Kill of Leader, [Survive]; Kill, Assist Kill of Leader; FF, Suicide as Leader; Leader;
Each team has one Leader; members keep respawning as long as their Leader is alive. The surviving team scores.
Av1 - All vs One [2-6s]: Kill as King; Assist as King; -; King;
One player is the King; only the King can score points by killing. Once you kill the King, you become the King.
Av1 - All vs One [2-6s]: Kill as King; Assist as King; -; King;
One player is the King; only the King can score points by killing. Once you kill the King, you become the King.
CON - Contract [3-8s]: Kill of Contract; Assist Kill of Contract; -; -;
Each player is assigned a contracted target and scores only by killing his contract. After he has killed his target, he is assigned a new contract.
Demon Rules: when players are Demons, Viri, Werewolves or Hunters, they can not use any weapon or equipment; they can only melee and 'jump'.
Demon Rules: when players are Demons, Viri, Werewolves or Hunters, they can not use any weapon or equipment; they can only melee and 'jump'.
VIR - Virus [2-10s]: Time Survived, LMS; Kill as Virus, Kill of Virus; FF; Virus;
One player starts out as the Virus; he infects others by touch. The last Survivor earns a bonus.
DDM - Demon Deathmatch [4-10t]: Kill; Assist; FF; -;
Each round, one team plays as the Demons and the other as the Survivors.
COA - Coalition [4-10d]: Kill; Assist; FF; -;
Each pair consists of one Demon and one Survivor.
WLF - Werewolf [2-7s]: Kill as Werewolf, Kill of Werewolf; Assist Kill of Werewolf; FF; Werewolf;
Each round, one player is the Werewolf. The Survivors keep respawning until the Werewolf is killed.
HNT - Hunter [2-10s]: Kill as Hunter, Kill of Hunter, Win as Hunter, Survive; Assist Kill of Hunter; FF; Hunter;
Each round, one player is the Hunter, who is partly invisible. Survivors do not respawn.
Wednesday, 21 July 2010
Please Stand By
My computer has been suffering (or actually, I have been suffering) from major technical problems, i.e. shutting off at arbitrary moments.
This means I am currently unable to further develop my games, TerraScape in particular.
Hopefully, I will be able to get a replacement within only one or two weeks. If not, I will not be able to complete TerraScape before the deadline ends. I have send the latest, yet incomplete version of the game to the head of the GameMaker Wedstrijd (Dutch GameMaker Competition) comittee.
I will keep you up to date as things unfold.
This means I am currently unable to further develop my games, TerraScape in particular.
Hopefully, I will be able to get a replacement within only one or two weeks. If not, I will not be able to complete TerraScape before the deadline ends. I have send the latest, yet incomplete version of the game to the head of the GameMaker Wedstrijd (Dutch GameMaker Competition) comittee.
I will keep you up to date as things unfold.
Monday, 19 July 2010
Saved Progress, Statistics, Campaign Preview
I have added a whole bunch of stuff; first and foremost, your progress is know saved*. This includes Campaign progress, Melee medals, Arcade highscores, Statistics and Achievements. The last two have not been fully implemented; currently, only your progress, the time you played and your kills are recorded.
* The file is called "TerraScape Statistics.txt" and is encrypted. Trying to decrypt or change your stats might result in loss of data.
The Achievements will unlock no special goodies or levels, they are just for show. And to show off, of course.
To aid you, you can now build a new turret: the Basher Turret. This close range turret slows enemies down and subdues them, making it very useful against Speedling and Jumplings (and other, t.b.a. enemies).
I have added one Melee level, which I have not been able to finish at all (let alone get medals for): "Double the Fun".
Finally, I have added the first Campaign level, simply called "One". It gives some introduction to the background story, although remaining appropriately vague.
Have fun!
* The file is called "TerraScape Statistics.txt" and is encrypted. Trying to decrypt or change your stats might result in loss of data.
The Achievements will unlock no special goodies or levels, they are just for show. And to show off, of course.
I have also added three new enemy types: the Leadling, the Jumpling and the Roachling. The Leadling improves other enemies' stats; the Jumpling skips forward when being shot at; the Roachling heals itself, making it quite hard to kill.
I have added one Melee level, which I have not been able to finish at all (let alone get medals for): "Double the Fun".
Finally, I have added the first Campaign level, simply called "One". It gives some introduction to the background story, although remaining appropriately vague.
Have fun!
Wednesday, 14 July 2010
Database, Tutorial, Difficulties
With a new TerraScape version come great new features:
Feel free to ask any questions, comment on the gameplay or report any bugs you find.
- The Database contains information about all (current) turrets and enemies;
- A tutorial explains the basics of the TerraScape gameplay;
- 3 difficulties: enemies have improved stats at later stages;
- Names for the turrets and the enemies;
- A new enemy type;
- A new enviroment (the desert) and Arcade level ("Vast");
- Standard Turret
- Bolter Turret
- Machine Turret
And the enemy types are
- Spawnling
- Speedling
- Shieldling
I currently have 8 turrets and over 15 enemies planned, but, as always, only time (spent testing) will tell which of those make the final cut.
Sunday, 11 July 2010
New TS Features & Modes Preview
There are some new features:
I have also come up with a general story line, which will be played through in the Campaign mode. The other modes are Melee, Arcade and Skirmish.
Melee will challenge you in multiple levels with fixed waves; you will score points for the amount of life and money left.
In Arcade, you will face infinite waves of enemies with all turrets available in numerous enviroments, trying to make it to the highest wave possible.
If you want to play specific matches, for instance with only one type of turret, you can play around in Skirmish.
Furthermore, I might include a level editor, although we'll have to wait and see how that would work out.
In the upcoming weeks I will most likely add the Arcade mode, some more enviroments, enemies and turrets. However, it is possible that I am unable to work at all for some days due to computer issues.
- a fancy menu
- a new enemy type
- a new enviroment/level
I have also come up with a general story line, which will be played through in the Campaign mode. The other modes are Melee, Arcade and Skirmish.
Melee will challenge you in multiple levels with fixed waves; you will score points for the amount of life and money left.
In Arcade, you will face infinite waves of enemies with all turrets available in numerous enviroments, trying to make it to the highest wave possible.
If you want to play specific matches, for instance with only one type of turret, you can play around in Skirmish.
Furthermore, I might include a level editor, although we'll have to wait and see how that would work out.
In the upcoming weeks I will most likely add the Arcade mode, some more enviroments, enemies and turrets. However, it is possible that I am unable to work at all for some days due to computer issues.
Wednesday, 7 July 2010
Wave System Added
I've added a wave system to the test level, as well as some other small improvements.
Within a couple of days I will add some more levels and probably some different enemy types and enviroments.
Within a couple of days I will add some more levels and probably some different enemy types and enviroments.
Sunday, 4 July 2010
Two New Turret Types
I've added 2 new turret types and a menu to the game. The new turrets are one that is more powerful and has a longer range, and one that shoots in very rapid succession.
As always, the download link can be found at the TerraScape page.
Please make sure to comment on these posts if you find any bugs or unclarities, or if you just want to praise or criticise the game so far.
As always, the download link can be found at the TerraScape page.
Please make sure to comment on these posts if you find any bugs or unclarities, or if you just want to praise or criticise the game so far.
Friday, 2 July 2010
TerraScape Beta Download
I've redone the pathingsystem and the enemy's AI, as well as added some more graphics.
You can download the β-version from the TerraScape page (above).
You can download the β-version from the TerraScape page (above).
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